Holyyyyy. Highly recommend to all looking for some entertainment to go read the changelogs on the BTW wiki. I didn't intend to spend half an hour reading a changelog, but there you go. It happened. (mild spoilers, but FC is pretty considerate regarding them)
Edit: Potential bug report: snow blocks float, and seem to be slightly stronger (probably wrong here) against explosions than dirt, which leads to strange looking 'phantom terrain remnants'.
edit: Flowerchild, did I read somewhere that you were going to remove our capacity to get early free Chests from desert temples? Just want to know so I can honestman it up. Hope you're doing well man.
Hey! Been a long time fan of your mod, way back when it added in some basic blocks like glowing glass. I was curious if you have thought about trying to port your mod for use with Fabric? I know you hated forge and all that jazz, and tbh it took me till recently too understand properly why. However i have heard really nice things about the Fabric team.
If it is a no, no worries, i dont want to pester, i just wanted to ask about it cause i have not seen anything on it, and searching for it just gets me results for recipes in your mod that use the item called fabric XD.
Hello, wanted to point out that the bug were mobs become invisible after you respawn still exists. I got killed by a jungle spider in the first day and tried to get back my stuff, just to be killed again by the spirits.
Sadly, I didn't record it in any way
btw, the mod is amazing, really thanks for your work
-Added the ability to piston pack Loose Stone items into Loose Cobblestone blocks.
-Added more spoilerific feature descriptions to the change log for version 4.B00 (Vegehenna) in the readme.
-Added a sound effect whenever the player can't eat something for whatever reason (like if full, or they have food poisoning).
-Changed blacksmith villager trades involving raw ore to involve nuggets instead, to make them a tad less restrictive.
-Changed (reduced) the price of hoe blacksmith trades to reflect hoes being crafting with 1 ingot instead of the old 2.
-Changed Wicker blocks and slabs to not allow tools to be stuck in them. This should not affect already placed tools.
-Changed the way food poisoning works, so that you can no longer drink potions (or milk) while it is in effect, in the same way that you can't eat food. This corrects an exploit that made Rotten Flesh way too effective a food item once milk was obtained, serves to make milk a far less effective counter to Jungle Spiders, and also ups the value of splash potions.
-Changed the way lightning strikes calculate damage to entities around them to correct some rare issues with players being killed by them when a strike occurred above them while below ground.
-Fixed a problem where upside down slabs placed next to mature groth wouldn't render correctly.
-Fixed a problem where the Refined Pickaxe and Mattock were not effective versus Obsidian.
-Fixed a problem where Nether Bricks were subject to Piston packing in incorrect quantities.
-Fixed a problem where Blight would devour Packed Earth and Dung Blocks in an entirely unreasonable manner.
-Fixed a problem where strings connecting Stakes would not render correctly at intersections.
-Fixed a problem where eating Cream of Mushroom with a full inventory would not produce an empty bowl.
-Fixed a vanilla problem where Wither Skeletons would spawn in 2 height gaps, resulting in suffocation death.
-Fixed a problem where the contents of the Millstone weren't being appropriately saved and loaded.
-Fixed a problem where signs and skulls weren't properly updating neighboring blocks when placed.
-Fixed a potential crash when placing lit Crude Torches on leaf blocks.
-Fixed an exploit where switching from a baited to unbaited fishing rod could allow you to catch fish without expending bait.
-Fixed a problem where Buddy wouldn't update the power state of neigboring blocks when moved by a piston.
-Fixed a problem where upward facing blocks (like Buddy) would face downwards when rotated on a Turntable.
-Fixed a problem where the player's respawn position was being reset when returning from The End dimension.
-Fixed a problem where Repeaters would pulse briefly when placed.
-Fixed a problem where Stone Brick variants (mossy, etc.) would drop individual Stone Brick items that wouldn't work properly in some crafting recipes.
-Fixed a problem where status effects like hunger and health weren't properly transferred when travelling between dimensions.
-Removed / Deprecated the Mould. It had never been properly adapted to multiplayer resulting in some pretty severe exploits. To fix that would take a relatively large amount of work, when from asking around the community it seems like a rarely used feature that no one will particularly miss. It's unfortunately just not worth having around anymore . Existing Mould items will still hang around in your (or the Anvil's) inventory, but the Turntable crafting method and Villager trade have been removed, and they will no longer remain in the Anvil inventory upon closing . Farwell old friend... you will be missed .
Happy Holidays Everyone!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Hello ! Thank you for the update ! Is it possible to disable hardcore bouy? Because i copied BTWConfig.txt to config folder and changed the file format to .cfg than i disabled it, but the water still not stay and the sapling didnt work with bonemeals. And the original forum is didnt working for me
You need to place BTWConfig.txt into the .minecraft folder (don't change the file format to .cfg). I'm not sure if you understand what HC Buoy does, but in case you don't, it basically makes some items float in water.
Hello ! Thank you for the update ! Is it possible to disable hardcore bouy? Because i copied BTWConfig.txt to config folder and changed the file format to .cfg than i disabled it, but the water still not stay and the sapling didnt work with bonemeals. And the original forum is didnt working for me
Water will never stay placed unless you're in The End. That's a feature, not a bug, and I doubt it can be disabled in any way. It's been a while since I've played, but I remember playing the version before this and if I recall correctly bone meal doesn't insta-grow saplings anymore.
As for disabling hardcore buoy, why? I can't think of any downsides for that feature.
As for disabling hardcore buoy, why? I can't think of any downsides for that feature.
Yeah, the only reason I included that option initially was because I knew that feature would mess with some existing (at the time) automation builds. For starting a new game, there's really zero advantage to disabling it. In fact, it probably just would make the game harder.
Just saw the announcement on the BTW forum. This is a very interesting development. While I admittedly have not played this mod as much as other, more heavily modded experiences, I consider this to be a great example of how certain game mechanics which seem ridiculously over-the-top on their own come together to form a cohesive experience. Better than Wolves is also a pioneer in the modded scene in several ways, and evolved relatively independently from other modded experiences. For these reasons, Better than Wolves presents a notable and unique take on game design in the context of modded.
There is a mod for later Minecraft versions called "Better with Mods" which does recreate many of the major Better than Wolves features, however from what I've seen, the modpacks which incorporate it miss the point, in my opinion. Some focus on the automation aspects, while others misunderstand the relationship between difficulty and fun. I think also, subtle aspects of "vanilla" Better than Wolves such as biome worldgen and mob spawning rates affect the difficulty balance. Perhaps part of the appeal of Better than Wolves is its stark minimalist approach, harking back to the days of alpha. But musings on gameplay aside...
FlowerChild, for your accomplishments in mod development, I have much respect. Wishing you the best in your future endeavors.
Holyyyyy. Highly recommend to all looking for some entertainment to go read the changelogs on the BTW wiki. I didn't intend to spend half an hour reading a changelog, but there you go. It happened. (mild spoilers, but FC is pretty considerate regarding them)
Edit: Potential bug report: snow blocks float, and seem to be slightly stronger (probably wrong here) against explosions than dirt, which leads to strange looking 'phantom terrain remnants'.
edit: Small (tiny) visual issue with Infernal Enchanter GUI https://imgur.com/a/MtLRLZB
edit: Flowerchild, did I read somewhere that you were going to remove our capacity to get early free Chests from desert temples? Just want to know so I can honestman it up. Hope you're doing well man.
I used to have toes
Hey! Been a long time fan of your mod, way back when it added in some basic blocks like glowing glass. I was curious if you have thought about trying to port your mod for use with Fabric? I know you hated forge and all that jazz, and tbh it took me till recently too understand properly why. However i have heard really nice things about the Fabric team.
If it is a no, no worries, i dont want to pester, i just wanted to ask about it cause i have not seen anything on it, and searching for it just gets me results for recipes in your mod that use the item called fabric XD.
May the river of life flow well for you.
Hello, wanted to point out that the bug were mobs become invisible after you respawn still exists. I got killed by a jungle spider in the first day and tried to get back my stuff, just to be killed again by the spirits.
Sadly, I didn't record it in any way
btw, the mod is amazing, really thanks for your work
.
Forgive me for my english, i'm a brazilian with a google translate
What happen when i change the game difficult during the game? Has some difference to the mod between normal and hard difficult?
Forgive me for my english, i'm a brazilian with a google translate
[**** NEW RELEASE ****]
Version 4.B0000003 of Better Than Wolves is ready for download!

BTW Forum Release Thread
This release contains the following changes:
-Added the ability to piston pack Loose Stone items into Loose Cobblestone blocks.
-Added more spoilerific feature descriptions to the change log for version 4.B00 (Vegehenna) in the readme.
-Added a sound effect whenever the player can't eat something for whatever reason (like if full, or they have food poisoning).
-Changed blacksmith villager trades involving raw ore to involve nuggets instead, to make them a tad less restrictive.
-Changed (reduced) the price of hoe blacksmith trades to reflect hoes being crafting with 1 ingot instead of the old 2.
-Changed Wicker blocks and slabs to not allow tools to be stuck in them. This should not affect already placed tools.
-Changed the way food poisoning works, so that you can no longer drink potions (or milk) while it is in effect, in the same way that you can't eat food. This corrects an exploit that made Rotten Flesh way too effective a food item once milk was obtained, serves to make milk a far less effective counter to Jungle Spiders, and also ups the value of splash potions.
-Changed the way lightning strikes calculate damage to entities around them to correct some rare issues with players being killed by them when a strike occurred above them while below ground.
-Fixed a problem where upside down slabs placed next to mature groth wouldn't render correctly.
-Fixed a problem where the Refined Pickaxe and Mattock were not effective versus Obsidian.
-Fixed a problem where Nether Bricks were subject to Piston packing in incorrect quantities.
-Fixed a problem where Blight would devour Packed Earth and Dung Blocks in an entirely unreasonable manner.
-Fixed a problem where strings connecting Stakes would not render correctly at intersections.
-Fixed a problem where eating Cream of Mushroom with a full inventory would not produce an empty bowl.
-Fixed a vanilla problem where Wither Skeletons would spawn in 2 height gaps, resulting in suffocation death.
-Fixed a problem where the contents of the Millstone weren't being appropriately saved and loaded.
-Fixed a problem where signs and skulls weren't properly updating neighboring blocks when placed.
-Fixed a potential crash when placing lit Crude Torches on leaf blocks.
-Fixed an exploit where switching from a baited to unbaited fishing rod could allow you to catch fish without expending bait.
-Fixed a problem where Buddy wouldn't update the power state of neigboring blocks when moved by a piston.
-Fixed a problem where upward facing blocks (like Buddy) would face downwards when rotated on a Turntable.
-Fixed a problem where the player's respawn position was being reset when returning from The End dimension.
-Fixed a problem where Repeaters would pulse briefly when placed.
-Fixed a problem where Stone Brick variants (mossy, etc.) would drop individual Stone Brick items that wouldn't work properly in some crafting recipes.
-Fixed a problem where status effects like hunger and health weren't properly transferred when travelling between dimensions.
-Removed / Deprecated the Mould. It had never been properly adapted to multiplayer resulting in some pretty severe exploits. To fix that would take a relatively large amount of work, when from asking around the community it seems like a rarely used feature that no one will particularly miss. It's unfortunately just not worth having around anymore . Existing Mould items will still hang around in your (or the Anvil's) inventory, but the Turntable crafting method and Villager trade have been removed, and they will no longer remain in the Anvil inventory upon closing . Farwell old friend... you will be missed .
Happy Holidays Everyone!
-------------
If you'd like to say thanks for this release and help contribute to the further development of Better Than Wolves, please consider making a donation:
Hello ! Thank you for the update ! Is it possible to disable hardcore bouy? Because i copied BTWConfig.txt to config folder and changed the file format to .cfg than i disabled it, but the water still not stay and the sapling didnt work with bonemeals. And the original forum is didnt working for me
Hey,
Just came back after a while to try out BTW again. Both the mod and the fact that you keep updating it, is amazing.
Thank you for your work
.
Happy Holidays!
You need to place BTWConfig.txt into the .minecraft folder (don't change the file format to .cfg). I'm not sure if you understand what HC Buoy does, but in case you don't, it basically makes some items float in water.
Water will never stay placed unless you're in The End. That's a feature, not a bug, and I doubt it can be disabled in any way. It's been a while since I've played, but I remember playing the version before this and if I recall correctly bone meal doesn't insta-grow saplings anymore.
As for disabling hardcore buoy, why? I can't think of any downsides for that feature.
Yeah, the only reason I included that option initially was because I knew that feature would mess with some existing (at the time) automation builds. For starting a new game, there's really zero advantage to disabling it. In fact, it probably just would make the game harder.
Just saw the announcement on the BTW forum. This is a very interesting development. While I admittedly have not played this mod as much as other, more heavily modded experiences, I consider this to be a great example of how certain game mechanics which seem ridiculously over-the-top on their own come together to form a cohesive experience. Better than Wolves is also a pioneer in the modded scene in several ways, and evolved relatively independently from other modded experiences. For these reasons, Better than Wolves presents a notable and unique take on game design in the context of modded.
There is a mod for later Minecraft versions called "Better with Mods" which does recreate many of the major Better than Wolves features, however from what I've seen, the modpacks which incorporate it miss the point, in my opinion. Some focus on the automation aspects, while others misunderstand the relationship between difficulty and fun. I think also, subtle aspects of "vanilla" Better than Wolves such as biome worldgen and mob spawning rates affect the difficulty balance. Perhaps part of the appeal of Better than Wolves is its stark minimalist approach, harking back to the days of alpha. But musings on gameplay aside...
FlowerChild, for your accomplishments in mod development, I have much respect. Wishing you the best in your future endeavors.
Thank you! That was a very thoughtful message, and I appreciate it.